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It’s all been building to this; the final chapter of Wolf & Wood’s VR horror game, The Exorcist: Legion VR, is coming soon, and the first teaser trailer just dropped.

The footage confirms that the fifth chapter in the series will be called The Tomb and based on what we can see it does indeed look like it’s set in an ancient tomb of some sort. The narration definitely suggests that this chapter will be the culmination of everything we’ve seen in the game so far. Also there’s a really big hole.

There’s no date for the last entry in the series yet, though that could be because Wolf & Wood has spent the last few months getting the pre-existing chapters out onto PlayStation VR (PSVR) to catch up with the Oculus Rift and HTC Vive versions. Hopefully we’ll have our hands on it soon.

It looks like Valve is preparing for the rollout of some big new SteamVR 2.0 features, and HTC has provided us with a glimpse of what to expect.

Vive China President Alvin Wang Graylin took to Twitter yesterday to share an image of seven new SteamVR 2.0 base stations hooked up to a single Steam account after a SteamVR beta update. Earlier this year HTC confirmed that the new version of the Valve-made stations could link up to provide greater tracking distances across multiple locations or one larger space. After strong demand, Graylin has now posted a video of these stations in action.

Here’s a video of the test environment that people asked for. Three separate tracked spaces, with two 2.0 BS each, all in a shared virtual space. (Seems to work even behind closed door) Trackers placed within the shared space to show common coordinate system between spaces. pic.twitter.com/efqJKajky6

— Alvin Wang Graylin (@AGraylin) July 11, 2018

What you’re seeing above is a Vive Pro user moving between three locations, each tracked with two 2.0 base stations, seamlessly in VR with Vive trackers and a controller planted around the rooms for him to locate. We can’t actually see what the Vive user is seeing, so there’s no way to tell how well the system works for ourselves, but it appears the user has little trouble finding the tracked objects. There’s also a very, very long wire running under the door, presumably connected to a PC elsewhere in the office. The tweet below showcases the floorplan layout.

floor plan layout used for this demo video for reference. pic.twitter.com/99RJnuURoi

— Alvin Wang Graylin (@AGraylin) July 11, 2018

Take note, though, that this isn’t the finished article just yet. Valve’s Alan Yates responded to Graylin’s tweets explaining that SteamVR will still only track from four stations at a time right now. We’ve reached out to Yates to further clarify now this video has surfaced.

To be completely clear; the 1st four that it sees in a session. So this announcement is a little premature. This release is mainly about beta support for the radio-based channel configuration tools.

— Alan Yates (@vk2zay) July 11, 2018

Right now the only way to get the new base stations is to buy the Vive Pro bundle, which only includes two. It’s not yet clear when either Valve or HTC will start offering standalone units so Vive Pro and other SteamVR users can access this feature.

For today’s livestream we’re taking the opening moments of Seeking Dawn a full two days before the game comes out. The full game releases for Rift, Vive, and Windows VR on July 12th, this Thursday, and you can read our full review on the site tomorrow morning!

Seeking Dawn is a sci-fi VR FPS from Multiverse that pushes bold, beautiful visuals across a vast alien landscape. You’re tasked with finding out what happened to a lost allied spaceship and must scavenge for supplies, food, water, and more as you pick your way through the world fighting off hostile alien beasts. There’s also support for up to four total players in online co-op.

We’ll be livestreaming Seeking Dawn on PC today using an HTC Vive starting very soon as of the time this is being published (which means we’ll start at approximately 3:15PM PT) and aim to last for about an hour or so. We’re going to use Restream to hit both YouTube and Twitch at the same time! You can see the full stream embedded right here down below once it’s up:

Embedded livestream coming soon

You can see our archived streams all in this one handy Livestream playlist over on the official UploadVR YouTube channel (which you should totally subscribe to by the way). We’re also using our Twitch channel more too.

Let us know which games you want us to livestream next and what you want to see us do, specifically, in Seeking Dawn or other VR games. Comment with feedback down below!

Back in March of this year the team from ARVORE told us that Pixel Ripped 1989, it’s highly-anticipated nostalgia-trip of a VR game was due out for release in May, but it got delayed. Now, the team is back again with a firm release date of July 31st, 2018 at the very end of this month. Hopefully this time the release date sticks.

In Pixel Ripped you play as a young schoolgirl that has to secretly hide her portable game system from teachers’ prying eyes during class. Since it’s a VR game your head movement is tracked to the young girl in the “real” world of the game, while your thumbs interface with the game system like you’re actually holding it in your hands. It creates a bizarre game-within-a-game effect that’s really intriguing.

When we tried it out at GDC earlier this year we liked the intense platforming action, which was reminiscent of early Mega Man titles, but we’re unsure whether or not the VR gimmick has enough to much to offer beyond its initial hook. Hopefully the full game uses the medium in some more novel and exciting ways.

Pixel Ripped 1989 will release on all three major platforms with the Rift, Vive, and PSVR on the same day at a price point of $24.99, although you can pre-order it starting today to save 20%. More details can be found on the PSN Store, Oculus Home, and Steam.

Nintendo’s awkward attempt at 90’s VR returns, minus the headaches and back pain. Discontinued less than a year after its initial release, 1995’s Nintendo Virtual Boy is a textbook example of how not to handle VR. The bizarre device, while an admirable attempt at stereoscopic 3D gaming, was a colossal failure selling only 770,000 units

Waba starts its journey when you place an egg in a hole. When it is born, Waba emerges from the hole as a squishy floating blob looking out into the world with big endearing eyes.

With my wobbly Mickey Mouse-like hands, I couldn’t help myself from poking, pushing and grabbing Waba. I threw a ball for Waba. I tucked Waba into bed and rocked Waba to sleep. And when Waba was hungry, I fed Waba carrots and rice balls.

Developer Edwon is offering little Waba eggs to the world now and asking if anyone wants to meet these innocent creatures. He’s also looking for suggestions about what people want to do next with them.

“I realized that I had been very foolish not to be more public with my development. I still had the attitude from my film days where it’s like you make this perfect jewel and then drop it on the world,” Edwon wrote in an email. “But software doesn’t work that way. So early access is my way of working with the community, adjusting to constant player feedback, and marketing the game all at the same time. Early access is also a great way to test demand and see what players actually want.”

Waba is $5 as of this writing, but that price is planned to increase as more features are added. You could play with Waba endlessly, of course, but at launch the software only includes three activities. Each new activity, or playset, is kind of like a “dollhouse for Waba. Each one has it’s own little way to interact with and maybe even change Waba.” Each can be accessed by pulling a cord hanging from the player’s wiggly wrist. Pull the cord with the other hand to reveal a bubble containing three small balls.

I grabbed a ball that looked like it had an even smaller red ball inside. I released the red ball, which burst, and with it the landscape quickly transformed into an open plain with a few hills popping up in the distance. Nearby, within arm’s reach, the serene little Waba waited for me holding the red ball.

“One trick I found to overcome a lot of the A.I. programming challenges was to constrain the scope of the AI. So in Waba, the player can only drop one playset at a time. So for example if the player drops the Bedroom down, Waba switches into ‘Bedroom AI mode,’ and then I only have to program Waba’s AI to be smart enough to handle all the possibilites that exist in that space,” Edwon wrote, also crediting producer/designer friend Tom Hart for the idea. “The user may not even notice this constraint, and it allows me to develop way more fun stuff, and have Waba react to every single thing that can possibly happen in that playset.”

Edwon is hoping to follow a model set out by other VR software creators like Anton Hand. Hand’s constant communication with buyers, and regular updates over the course of two years, helped build a

With AR, Greenpeace hopes to create greater empathy between us and forest ecosystems under threat. A unique global ecosystem circling the planet, stretching from Alaska through Canada and Scandinavia all the way to the Pacific coast of Russia, The Great Northern Forest plays a vital role in preventing climate change. It holds almost a quarter